|
Function Summary |
void |
Alert(Actor threat, float delay) |
bool |
BodyPartCritical(int BodyPart)
//============================================================
//
// BodyPartCritical
//
//============================================================
|
int |
BodyPartForJoint(int joint)
//============================================================
//
// BodyPartForJoint
//
// Returns the body part a joint is associated with
//============================================================
|
int |
BodyPartForPolyGroup(int polygroup)
//============================================================
//
// BodyPartForPolyGroup
//
//============================================================
|
bool |
BodyPartSeverable(int BodyPart)
//============================================================
//
// BodyPartSeverable
//
//============================================================
|
bool |
CanPickup(Inventory item)
//================================================
//
// CanPickup
//
// Let's pawn dictate what it can pick up
//================================================
|
void |
CheckForEnemies() |
bool |
DamageBodyPart(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType, int bodypart)
//============================================================
//
// DamageBodyPart
//
//============================================================
|
void |
FlingItem() |
int |
LimbPassThrough(int BodyPart, int Blunt, int Sever)
//============================================================
//
// LimbPassThrough
//
// Determines what damage is passed through to body
//============================================================
|
void |
LimbSevered(int BodyPart, vector Momentum)
//============================================================
//
// LimbSevered
//
//============================================================
|
EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
|
Texture |
PainSkin(int BodyPart)
//============================================================
//
// PainSkin
//
//============================================================
|
void |
PlayAttacking() |
void |
PlayDeath(name DamageType) |
void |
PlayWaiting(optional float)
//============================================================
// Animation functions
//============================================================
|